CAThletic Games: Rules & Rewards
Last updated
Last updated
The CAThletic Games are the PvE mode in Leagues IV-VIII, replacing Ranked Competitions. Both NFT and non-NFT CAThletes qualified to race in those leagues and eligible to participate.
For Leagues I-III, PvE mode is Competitions.
It's a recurring Olympic-like event for your CAThletes, running for 48 hours, autoplayed and enabling team play. Every ‘season’ of CAThletic Games has two stages:
the application phase (24 hours) during which players register teams;
the Games themselves taking place for the next 24 hours
The rewards — chests with $WLKN inside — are distributed following the end of the Games, as registration for the next ones opens.
It takes special tickets (paid in $WLKN) and no energy to participate in the Games. The entry cost depends on the League and is calculated per CAThlete (not differentiated by its role in the team). The higher the League, the more $WLKN it costs to take part, but the rewards are greater, too.
Only Rainbow-Eyed CAThlete can become a team captain. Regular CAThletes can be added as team members but not as a captain, nor can they form a team of their own.
$WLKN from the pending balance and main wallet alike will be accepted as payment for entry tickets for the second Games and on.
There are 10 chests in each League, with progressively increasing $WLKN rewards: the biggest reward awaits in chest 10.
Please note that the numbers on chests denote particular variations or tiers of chests, not to be confused with players’ Rank. It is also impossible to apply for a particular chest; they drop in accordance with team's chances.
Each chest contains a calculated share of the prize pool in $WLKN for the current Games. For the first Games, the prize pool is estimated based on historical PvE data and projected number of participants.
One more thing to note is that rewards in the chests are proportional: the fewer Rainbow CAThletes registered for the Games, the greater the prizes per chest. For example, a chest with 1200 $WLKN (if 1500 teams register, the maximum number) turns into 3600 $WLKN (if there are 500 teams) and 12000 $WLKN — if there are 150 teams. Don’t miss the opportunity to take your place among the teams in the first games and take greatest rewards!
The chances for a particular chest are calculated on the basis of team leader’s rarity and the rarity of each item on him, plus by the rarities of other team members. Given the scarcity of the items, only team leader’s gear affects the chances for chests.
The amount of the reward a player actually gets from a chest is affected by their Rank and Mysberry boost, and of course the League.
The Mysberry boost is calculated in the same way as it was before: depending on the total number of CAThletes you own. Feel free to check how much Mysberry you lack for a higher booster in the Mysberry wallet. For CAThletic Games calculation, we use a coefficient equal to the booster percentage (e.g. 10% = 1.10; 30% = 1.30, etc.). For more info on the Mysberry boost, refer to this section.
Make sure to claim your rewards for the recently ended Games within the next 24 hours (the application phase for the next games) on the Competition screen: the rewards do not accumulate and will be lost once the next Games kick off!
The rewards are calculated as follows:
1) Calculate the sum of percentages for the rarity of the team leader CAThlete + all the items he wears + all team members (excluding their clothes) defines the chances for getting 10 chests.
2) Team gets one of 10 chests in accordance with those chances. For each chest, there's a projected basic reward (calculated on the basis of the current prize pool.
3) The Rank and Mysberry boost coefficients are applied to that projected reward of a chest. The resulting amount is the team's reward.
TABLE 1: Rarity of team leader CAThlete
Chest variation | common | uncommon | rare | epic | legendary |
10 | 0.34% | 0.43% | 0.67% | 1.54% | 2.89% |
9 | 1.72% | 1.83% | 2.22% | 3.38% | 7.00% |
8 | 3.44% | 3.76% | 4.44% | 6.76% | 14.01% |
7 | 5.15% | 6.98% | 8.32% | 13.03% | 18.21% |
6 | 6.87% | 12.89% | 15.54% | 17.37% | 20.54% |
5 | 17.18% | 22.56% | 27.75% | 24.13% | 19.61% |
4 | 34.36% | 32.22% | 28.86% | 25.10% | 9.34% |
3 | 17.18% | 11.82% | 7.77% | 4.83% | 4.67% |
2 | 10.31% | 5.37% | 3.33% | 2.90% | 2.80% |
1 | 3.44% | 2.15% | 1.11% | 0.97% | 0.93% |
TABLE 2:Team Leader's Clothes & its Rarity
Chest variation | common | uncommon | rare | epic | legendary |
10 | 0.04% | 0.05% | 0.07% | 0.14% | 0.28% |
9 | 0.07% | 0.08% | 0.13% | 0.25% | 0.50% |
8 | 0.14% | 0.17% | 0.25% | 0.50% | 1.00% |
7 | 0.27% | 0.31% | 0.47% | 0.94% | 1.88% |
6 | 0.21% | 0.25% | 0.38% | 0.75% | 1.50% |
5 | * | * | * | * | * |
4 | * | * | * | * | * |
3 | * | * | * | * | * |
2 | * | * | * | * | * |
1 | * | * | * | * | * |
* For chests 1-5, the percentages added by clothing are subtracted proportionally. That's logical: the total sum of percentages for the 10 chests can't exceed 100%; so if we add extra percent for clothing to one chest, we should subtract it from another. This means that the chances of obtaining more valuable chests increase, while the chances of obtaining less valuable chests decrease.
TABLE 3: Team Members (excluding clothes on them)
Chest variation | common | uncommon | rare | epic | legendary |
---|---|---|---|---|---|
10 | 0.10% | 0.15% | 0.20% | 0.35% | 0.75% |
9 | 0.30% | 0.45% | 0.60% | 1.05% | 2.25% |
8 | 0.45% | 0.68% | 0.90% | 1.58% | 0.00% |
7 | 0.56% | 0.84% | 1.13% | 0.00% | 0.00% |
6 | 0.62% | 0.93% | 0.00% | 0.00% | 0.00% |
5 | * | * | * | * | * |
4 | * | * | * | * | * |
3 | * | * | * | * | * |
2 | * | * | * | * | * |
1 | * | * | * | * | * |
*For chests 1-5, the percentages added by team members are subtracted proportionally. That's logical: the total sum of percentages for the 10 chests can't exceed 100%; so if we add extra percent for team members to one chest, we should subtract it from another. This means that the chances of obtaining more valuable chests increase, while the chances of obtaining less valuable chests decrease.
TABLE 4: Reward coefficient by Rank
Ranks 0-4 | Rank 5 | Rank 6 | Rank 7 | Rank 8 | Rank 9 | Rank 10 |
---|---|---|---|---|---|---|
0.25 | 0.5 | 0.6 | 0.7 | 0.8 | 0.9 | 1 |
TABLE 5: Mysberry Booster coefficient
Min. MSB per CAThlete | 300 | 900 | 2,000 | 5,000 | 10,000 | 20,000 |
---|---|---|---|---|---|---|
Boost coefficient | 1.05 | 1.10 | 1.15 | 1.20 | 1.25 | 1.30 |
Boost percentage | 5.00% | 10.00% | 15.00% | 20.00% | 25% | 30% |
The amount of Mysberries required for a particular percentage/coefficient remains the same as for the boost in PvE/PvP competitions.
***
Let's have a look at a sample calculation for a team consisting of a legendaryary CAThlete team leader, wearing two items, with two Uncommon and Rare team members. The player has a Rank 8 and Mysberries for a 20% boost.
First thing first, let's start with the team leader's chances for chests based on its rarity (from Table 1 above, for legendary):
Chest variation | Chances by Team leader's rarity |
---|---|
10 | 2.89% |
9 | 7.00% |
8 | 14.01% |
7 | 18.21% |
6 | 20.54% |
5 | 19.61% |
4 | 9.34% |
3 | 4.67% |
2 | 2.80% |
1 | 0.93% |
Next, add extra percentages for each item on the team leader from
Add percentages from each team member's rarity (their clothes is not taken into account)
above (in our example there are two items, Epic nad Legendary). Remember that for the lower-tier chests, we substract the percentages proportionally: higher value is substracted from higher chances:
epic | legendary | intermediate chance |
---|---|---|
0.14% | 0.28% | 3,31% |
0.25% | 0.50% | 7,75% |
0.50% | 1.00% | 15,51% |
0.94% | 1.88% | 21,03% |
0.75% | 1.50% | 22,80% |
15,54% | ||
7,40% | ||
3,70% | ||
2,22% | ||
0,74% |
Add percentages from each team member's rarity from Table 3 above (their clothes is not taken into account). Here we also substract the percentages proportionally for the lower-tier chests, we: higher value is substracted from higher chances.
uncommon | rare | Intermediate chance |
---|---|---|
0.15% | 0.20% | 3,66% |
0.45% | 0.60% | 8,80% |
0.68% | 0.90% | 17,08% |
0.84% | 1.13% | 22,99% |
0.93% | 23,72% | |
12,46% | ||
5,93% | ||
2,97% | ||
1,78% | ||
0,59% |
4) Player gets a chest from 1 to 10, according to the team's chances. Say they got chest 7 in our example:
chest variation | Total % team leader+clothes+team members |
---|---|
10 | 3,66% |
9 | 8,80% |
8 | 17,08% |
7 | 22,99% |
6 | 23,72% |
5 | 12,46% |
4 | 5,93% |
3 | 2,97% |
2 | 1,78% |
1 | 0,59% |
5) The projected reward for this chest (calculated based on the previous Games results) is multiplied by the Rank and Mysberry boost coefficients:
projected reward x 1.2 (Mysberry booster) x 0.8 (Rank coefficient) = final reward.
Remember that there’s no need for pen and paper or mental maths: you can always find the accurate calculations for your particular team and the current prize pool in the Walken app. Try different CAThletes for the best chances!